Re: [osg-users] Support for sampler arrays
Thanks Lionel & Seb, that's very helpful. When I tried setting ints to a Sampler2D array it said that it couldn't take ints, which is why I thought it wasn't supported. If I set to ints directly though it does work. http://www.hrwallingford.com/facilities/ship-simulation-centre (http://www.hrwallingford.com/facilities/ship-simulation-centre) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66604#66604 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Does OSG still build against Qt 4.8.7?
Hi, I tried again. Here is an excerpt of my MacPorts’ Portfile: --- configure.args-append -DOSG_CONFIG_HAS_BEEN_RUN_BEFORE=YES \ -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \ -DOSG_WINDOWING_SYSTEM=Cocoa \ -DOSG_USE_QT:BOOL=OFF # disable unwanted optional dependencies to avoid opportunistic configuration # before cmake 2.8 this required patching CMakeLists.txt # TODO: add some of these back either directly or as variants after testing configure.args-append -DCMAKE_DISABLE_FIND_PACKAGE_Inventor=1 \ -DCMAKE_DISABLE_FIND_PACKAGE_COLLADA=1 \ -DCMAKE_DISABLE_FIND_PACKAGE_FBX=1 \ -DCMAKE_DISABLE_FIND_PACKAGE_Xine=1 \ -DCMAKE_DISABLE_FIND_PACKAGE_OpenVRML=1 \ -DCMAKE_DISABLE_FIND_PACKAGE_Performer=1 \ -DCMAKE_DISABLE_FIND_PACKAGE_GTA=1 \ -DCMAKE_DISABLE_FIND_PACKAGE_LibVNCServer=1 \ -DCMAKE_DISABLE_FIND_PACKAGE_OurDCMTK=1 \ -DCMAKE_DISABLE_FIND_PACKAGE_SDL2=1 \ -DCMAKE_DISABLE_FIND_PACKAGE_SDL=1 \ -DCMAKE_DISABLE_FIND_PACKAGE_GtkGl=1 \ -DCMAKE_DISABLE_FIND_PACKAGE_DirectInput=1 \ -DCMAKE_DISABLE_FIND_PACKAGE_NVTT=1 \ -DCMAKE_DISABLE_FIND_PACKAGE_Asio=1 \ -DCMAKE_DISABLE_FIND_PACKAGE_ZeroConf=1 \ -DCMAKE_DISABLE_FIND_PACKAGE_LIBLAS=1 variant qt4 description "with Qt4 support" { configure.args-delete -DOSG_USE_QT:BOOL=OFF configure.args-append -DOSG_USE_QT:BOOL=ON -DDESIRED_QT_VERSION=4 } variant qt5 description "with Qt5 support" { configure.args-delete -DOSG_USE_QT:BOOL=OFF configure.args-append -DOSG_USE_QT:BOOL=ON -DDESIRED_QT_VERSION=5 } --- Variant ‘qt5’ works, but variant ‘qt4’ fails to do so: --- -- Found osgDB: /opt/local/lib/libosgDB.dylib -- Found osgGA: /opt/local/lib/libosgGA.dylib -- Found osgManipulator: /opt/local/lib/libosgManipulator.dylib -- Could NOT find osgQt (missing: OSGQT_LIBRARY OSGQT_INCLUDE_DIR) -- Found osgText: /opt/local/lib/libosgText.dylib -- Found osgUtil: /opt/local/lib/libosgUtil.dylib -- Found osgViewer: /opt/local/lib/libosgViewer.dylib -- Found osgWidget: /opt/local/lib/libosgWidget.dylib -- Found osg: /opt/local/lib/libosg.dylib -- Found OpenThreads: /opt/local/lib/libOpenThreads.dylib CMake Error at /opt/local/share/cmake-3.5/Modules/FindPackageHandleStandardArgs.cmake:148 (message): Could NOT find OpenSceneGraph (missing: OPENSCENEGRAPH_INCLUDE_DIR OSGQT_FOUND) (found suitable version "3.4.0", minimum required is "3.4.0") Call Stack (most recent call first): /opt/local/share/cmake-3.5/Modules/FindPackageHandleStandardArgs.cmake:388 (_FPHSA_FAILURE_MESSAGE) /opt/local/share/cmake-3.5/Modules/FindOpenSceneGraph.cmake:234 (FIND_PACKAGE_HANDLE_STANDARD_ARGS) CMakeLists.txt:38 (find_package) -- Configuring incomplete, errors occurred! --- What am I missing? Why isn't the libosgQt library built in case of Qt4? Greets, Marko ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Replies with "Incident ID"'s returned for every post I sent to this list... Is that normal?
Thanks, Robert, for the clarifications! OK, will mark them as spam. Greets, Marko ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Replies with "Incident ID"'s returned for every post I sent to this list... Is that normal?
Hi Marko, This issue was discussed a few weeks back and we looked into it and we couldn't find any evidence that email message is posted by the osg-users mailing list or forum. It looks like one of the subscribers email address is producing the response, but unfortunately there is no one subscribed with that domain so it's not possible to work out which is the problem address. Short of unsubscribing everyone and getting users to re-subscribe there isn't any more we can do at this point. I'm open to suggestions. For subscribers like yourself the best thing would probably be to just mark them as spam. Robert. On 22 March 2016 at 17:47, Marko Käningwrote: > Hi, > > for every post I sent to this list I get replies with "Incident ID”'s like > this: > > > On 14 Feb 2016, at 11:04 , donotre...@secureserver.net wrote: > > We received your inquiry > Your inquiry has been received. You should expect a response within 72 > hours. > > This is your Incident ID: 28856266 > > Thanks, > Customer Service > > Please do not reply to this email. Emails sent to this address will not be > answered. > © 2016. All rights reserved. > > > > returned… > > Is that normal? > > Or are these messaged from secureserver.net not generated by this list’s > mailing list daemon at all and I need to search somewhere else? > > Greets, > Marko > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Replies with "Incident ID"'s returned for every post I sent to this list... Is that normal?
Hi, for every post I sent to this list I get replies with "Incident ID”'s like this: On 14 Feb 2016, at 11:04 , donotre...@secureserver.net wrote: > > We received your inquiry > Your inquiry has been received. You should expect a response within 72 hours. > > This is your Incident ID: 28856266 > > Thanks, > Customer Service > > Please do not reply to this email. Emails sent to this address will not be > answered. > © 2016. All rights reserved. returned… Is that normal? Or are these messaged from secureserver.net not generated by this list’s mailing list daemon at all and I need to search somewhere else? Greets, Marko ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Does OSG still build against Qt 4.8.7?
Hi Christian, On 22 Mar 2016, at 18:10 , Christian Schultewrote: > it's a little bit late... ;-) > You are right I meant Qt 4.8.7, not 8.4.0 (wonder what it would look like > this version of Qt:-D )! ;-) > The main problem I think is that you have probably both version installed on > your machine and the first found by CMake is the Qt5. Look which version of > qmake is found in the cmake-gui (or ccmake). That's the starting point for > the Qt choice of CMake. Ah, no, I have only qt4 installed on that machine. Greets, Marko ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Crash on Mac OS X
Hi, I recently compiled my Qt-based application and OSG 3.4.0 on OSX (clang). Everything seems working fine but I have a problem with a custom dragger (derived on osgManipulation::Dragger). In the handle method of osgManipulator::Dragger I have a crash in a dynamic_cast. Debugging the code everything seems ok. I already tried compiling my application with -fvisibility=hidden with no result. Under windows there are no problems. I suppose I should try to recompile OSG with different settings related to symbol visibility. Any suggestions? Thanks. Best regards Ale -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66596#66596 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Does OSG still build against Qt 4.8.7?
Sorry Marko, it's a little bit late... ;-) You are right I meant Qt 4.8.7, not 8.4.0 (wonder what it would look like this version of Qt:-D )! The main problem I think is that you have probably both version installed on your machine and the first found by CMake is the Qt5. Look which version of qmake is found in the cmake-gui (or ccmake). That's the starting point for the Qt choice of CMake. Regards, Christian Le 22/03/2016 16:34, Marko Käning a écrit : Hi Christian, On 22 Mar 2016, at 16:23 , Christian Schultewrote: I confirm you that OSG 3.4.0 still builds with QT 8.4.0 on Windows Seven and on Linux CentOS 6.7. you probably mean Qt 4.8.0?! I wonder whether -DOSG_USE_QT:BOOL=ON -DDESIRED_QT_VERSION=4 is actually enough to get it to build the osgQt lib… For some reason I could get this to work for Qt5 only, trying the same for Qt4 on OSX didn't succeed for me - up to now. Greets, Marko ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- SCHULTE Christian Ingénieur Recherche Responsable du Laboratoire de Simulation ONERA - DCSD/PSEV Département Commande des Systèmes et Dynamique du Vol ONERA - Centre de Salon de Provence BA 701 13661 SALON AIR Cedex - France Tel :04.90.17.01.45 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] When writing my own software and integrating openscenegraph, LNK error is thrown out.
Hi, Here is the link to the Errors that I get. http:// pastebin. com /0Z6Zk553 Following is the code that I compile. Code: #include #include #include #include #include #include #include int main() { //create a viewer osgViewer::Viewer viewer; viewer.setCameraManipulator( new osgGA::TrackballManipulator()); // Load a model osg::Node* modelNode = osgDB::readNodeFile("cow.osg"); if (!modelNode) { std::cout <<" could not find model "<< std::endl; return 0; } osg::Group* root = new osg::Group(); root->addChild(modelNode); viewer.setSceneData(root); while (!viewer.done()) { viewer.frame(); } } I tried /MD also but same problem. Thank you! Cheers, Diwas[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66594#66594 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] setPadding inside osgWidget::Canvas (osg 3.0.1)
Hi, I can not see borders of my osgWidget::Widget after callling setPadding(). The widget is inside of a osgWidget::Canvas object. Does this function only work for osgWidget:Box ? ... Thank you! Cheers, Sebastian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66593#66593 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Does OSG still build against Qt 4.8.7?
Hi Christian, On 22 Mar 2016, at 16:23 , Christian Schultewrote: > I confirm you that OSG 3.4.0 still builds with QT 8.4.0 on Windows Seven and > on Linux CentOS 6.7. you probably mean Qt 4.8.0?! I wonder whether -DOSG_USE_QT:BOOL=ON -DDESIRED_QT_VERSION=4 is actually enough to get it to build the osgQt lib… For some reason I could get this to work for Qt5 only, trying the same for Qt4 on OSX didn't succeed for me - up to now. Greets, Marko ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] When writing my own software and integrating openscenegraph, LNK error is thrown out.
Hi, I will explain what I did till now: 1. Donwloaded OSG and extracted on the folder OSGraph/OpenSceneGraph-3.4.0. 2. Downloaded 3rdParty folder 64bit and extracted on the folder OSGraph/3rdParty. 3.Installed Cmake and Browed to OSGraph/OpenSceneGraph-3.4.0 folder on "Where is the source code". 4. On the option "Where to build the binaries" -> OSGraph/OpenSceneGraph-3.4.0/build. 5. CMAKE_INSTALL_PREFIX ->OSGraph/osg 6. Clicked on Configure -> "Visual Studio 12 2013 Win64" and then Generate. 7. Opened OSGraph/OpenSceneGraph-3.4.0/build/OpenSceneGraph.sln, Release mode-> and right click on "ALL_BUILD" and clicked Build. 8. After an hour the built is finished and again right click on "INSTALL" and clicked Build. Now I get three folders on OSGraph/osg namely bin, include and lib.(I suppose these are the files that I need to include on my project). 9. Created new Visual Studio-Project - Win32 Console Application - Empty project 10. Release Mode and then I set the Project-Properties as follows: - General -> Character Set -> Use Multi-Byte Character Set - C/C++ -> General -> Additional Include Directories -> "OSGraph/osg/include” - C/C++ -> Code Generation -> Runtime Library -> Multi-threaded Debug DLL (/MDd) - C/C++ -> Language -> Enable Run-Time Type Info -> Yes (/GR) - Linker -> General -> Additional Library Directories -> "OSGraph/osg/lib“ - Linker -> Input -> Additional Dependencies -> "osg.lib, osgAnimation.lib, osgDB.lib, osgFX.lib, osgGA.lib, osgManipulator.lib, osgParticle.lib, osgPresentation.lib, osgShadow.lib, osgSim.lib, osgTerrain.lib, osgText.lib, osgUI.lib, osgUtil.lib, osgViewer.lib, osgVolume.lib, osgWidget.lib, OpenThreads.lib“ 11.Now I try to built then I get more than 300 LNK error: ie LNK2028, LNK2019, LNK1120. Can Anybody tell me what I am doing wrong? Thank you! Cheers, Diwas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66586#66586 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] When writing my own software and integrating openscenegraph, LNK error is thrown out.
Hi Diwas, Can you be a bit more specific on the Linker error you are getting? It is hard to guess what might be missing without some output and maybe some minimal code. The only thing I'm spotting is the /MDd. Have you tried /MD instead? Cheers Sebastian Hi, I will explain what I did till now: 1. Donwloaded OSG and extracted on the folder OSGraph/OpenSceneGraph-3.4.0. 2. Downloaded 3rdParty folder 64bit and extracted on the folder OSGraph/3rdParty. 3.Installed Cmake and Browed to OSGraph/OpenSceneGraph-3.4.0 folder on "Where is the source code". 4. On the option "Where to build the binaries" -> OSGraph/OpenSceneGraph-3.4.0/build. 5. CMAKE_INSTALL_PREFIX ->OSGraph/osg 6. Clicked on Configure -> "Visual Studio 12 2013 Win64" and then Generate. 7. Opened OSGraph/OpenSceneGraph-3.4.0/build/OpenSceneGraph.sln, Release mode-> and right click on "ALL_BUILD" and clicked Build. 8. After an hour the built is finished and again right click on "INSTALL" and clicked Build. Now I get three folders on OSGraph/osg namely bin, include and lib.(I suppose these are the files that I need to include on my project). 9. Created new Visual Studio-Project - Win32 Console Application - Empty project 10. Release Mode and then I set the Project-Properties as follows: - General -> Character Set -> Use Multi-Byte Character Set - C/C++ -> General -> Additional Include Directories -> "OSGraph/osg/include” - C/C++ -> Code Generation -> Runtime Library -> Multi-threaded Debug DLL (/MDd) - C/C++ -> Language -> Enable Run-Time Type Info -> Yes (/GR) - Linker -> General -> Additional Library Directories -> "OSGraph/osg/lib“ - Linker -> Input -> Additional Dependencies -> "osg.lib, osgAnimation.lib, osgDB.lib, osgFX.lib, osgGA.lib, osgManipulator.lib, osgParticle.lib, osgPresentation.lib, osgShadow.lib, osgSim.lib, osgTerrain.lib, osgText.lib, osgUI.lib, osgUtil.lib, osgViewer.lib, osgVolume.lib, osgWidget.lib, OpenThreads.lib“ 11.Now I try to built then I get more than 300 LNK error: ie LNK2028, LNK2019, LNK1120. Can Anybody tell me what I am doing wrong? Thank you! Cheers, Diwas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66586#66586 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Does OSG still build against Qt 4.8.7?
Hi, I was wondering whether the latest stable 3.4.0 still builds with Qt4? Greets, Marko ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Visual Studio 2015 dependencies?
Hi all, Added a link to dependencies section: http://www.openscenegraph.org/index.php/download-section/dependencies Cheers. 2016-03-22 13:58 GMT+01:00 Björn Blissing: > > Trajce Nikolov NICK wrote: > > Hi Bjorn, > > > > I am using these CMake scripts, and many others as I follow the user > lists .. > > And you are forced to repeat yourself dosen of times with the same link > > > > > > Maybe you talk to Robert to place info about your github project on the > web :) > > > > > Hi Nick, > > I have no problem if a link to the github page gets added to the > dependencies section of the osg homepage. But someone with edit permissions > have to make the change. > > Regards > Björn > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=66585#66585 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Visual Studio 2015 dependencies?
Trajce Nikolov NICK wrote: > Hi Bjorn, > > I am using these CMake scripts, and many others as I follow the user lists .. > And you are forced to repeat yourself dosen of times with the same link > > > Maybe you talk to Robert to place info about your github project on the web :) > Hi Nick, I have no problem if a link to the github page gets added to the dependencies section of the osg homepage. But someone with edit permissions have to make the change. Regards Björn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66585#66585 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Visualization problem on iMac 5K
Thank you for the hint. That was the problem. I used osgQt not in the right way Ciao Ale -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66584#66584 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support for sampler arrays
Hi Chris, Following Lionels reply I did a quick test which seems to work: void addSamplerArray(osg::StateSet* ss) { osg::Uniform* uniform = new osg::Uniform(osg::Uniform::INT, "test",2); uniform->setElement(0,0); uniform->setElement(1,1); osg::Texture2D* tex1 = new osg::Texture2D(osgDB::readImageFile("./resources/textures/tex1.png")); osg::Texture2D* tex2 = new osg::Texture2D(osgDB::readImageFile("./resources/textures/tex2.png")); ss->addUniform(uniform); ss->setTextureAttributeAndModes(0, tex1, osg::StateAttribute::ON); ss->setTextureAttributeAndModes(1, tex2, osg::StateAttribute::ON); } fragment shader: #version 400 compatibility uniform sampler2D test[2]; in vec2 texCoord; void main() { gl_FragColor = texture2D(test[1], texCoord)*texture2D(test[0], texCoord); } Thanks, I'll have to think about whether it would be feasible for me to spend time in this project altering osg core.. See i do like texture arrays, they would be ideal, except that I'm dealing with GIS data grids, so stretching/compressing them would lose information or memory space. I want to be able to store several grids of various sizes at the correct resolution, and be able to look up data from them programmatically in the shaders so I can superimpose data from one layer onto another etc. I see. But be aware that dynamic access is not allowed in every case. The value for the look up has some constraints: [1] https://www.opengl.org/wiki/Data_Type_%28GLSL%29#Opaque_arrays Cheers Sebastian http://www.hrwallingford.com/facilities/ship-simulation-centre (http://www.hrwallingford.com/facilities/ship-simulation-centre) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66581#66581 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support for sampler arrays
Thanks, I'll have to think about whether it would be feasible for me to spend time in this project altering osg core.. See i do like texture arrays, they would be ideal, except that I'm dealing with GIS data grids, so stretching/compressing them would lose information or memory space. I want to be able to store several grids of various sizes at the correct resolution, and be able to look up data from them programmatically in the shaders so I can superimpose data from one layer onto another etc. http://www.hrwallingford.com/facilities/ship-simulation-centre (http://www.hrwallingford.com/facilities/ship-simulation-centre) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66581#66581 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support for sampler arrays
Hi, The OpenGL command used to update a sampler* uniform is glUniformi[fv]. Sampler* uniforms are int uniforms. An uniform of type 'array of INT' works (It works for me). On 22/03/2016 10:36, Sebastian Messerschmidt wrote: Hi Chris, Hi, Working on an app that is going to be doing a lot of work with large texture processing, and will need to squeeze as much data into graphics memory as possible and allow many textures to be referenced programmatically. I've got texture arrays working, but can't use this for all requirements since all layers in a texture array have to be the same size. It looks like I could use sampler arrays (e.g. sampler2D myTextures[20]; ), but osg::Uniform doesn't seem to support such a thing. Arrays of samplers is used almost by no one any more. I usually use TextureArrays and simply resize the textures to a common size (usually the "biggest"). Texture arrays are efficient and easy to use. I'd like to see the "array of sampler"-support in OSG anyways, since there might be situations where texture arrays are not efficient. Another alternative are bindless textures, but we would need to add support to OSG too. Last alternative could be a texture atlas. Since you mentioned "texture processing", you might want to look into BufferTextures. They don't have any filtering (only texelfetch), but IIRC they support large amounts of texels. So if you don't need HW-filtering/mipmapping you can use them as atlas textures. Cheers Sebastian I'm also wondering if there's an easy way to easily run your own OpenGL commands in case something isn't supported yet and you just want to use GL directly instead of waiting for the OSG implementation? Thank you! Cheers, Chris http://www.hrwallingford.com/facilities/ship-simulation-centre (http://www.hrwallingford.com/facilities/ship-simulation-centre) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66577#66577 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support for sampler arrays
Hi Chris, Hi, Working on an app that is going to be doing a lot of work with large texture processing, and will need to squeeze as much data into graphics memory as possible and allow many textures to be referenced programmatically. I've got texture arrays working, but can't use this for all requirements since all layers in a texture array have to be the same size. It looks like I could use sampler arrays (e.g. sampler2D myTextures[20]; ), but osg::Uniform doesn't seem to support such a thing. Arrays of samplers is used almost by no one any more. I usually use TextureArrays and simply resize the textures to a common size (usually the "biggest"). Texture arrays are efficient and easy to use. I'd like to see the "array of sampler"-support in OSG anyways, since there might be situations where texture arrays are not efficient. Another alternative are bindless textures, but we would need to add support to OSG too. Last alternative could be a texture atlas. Since you mentioned "texture processing", you might want to look into BufferTextures. They don't have any filtering (only texelfetch), but IIRC they support large amounts of texels. So if you don't need HW-filtering/mipmapping you can use them as atlas textures. Cheers Sebastian I'm also wondering if there's an easy way to easily run your own OpenGL commands in case something isn't supported yet and you just want to use GL directly instead of waiting for the OSG implementation? Thank you! Cheers, Chris http://www.hrwallingford.com/facilities/ship-simulation-centre (http://www.hrwallingford.com/facilities/ship-simulation-centre) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66577#66577 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support for sampler arrays
Hi Chris, You can subclass from osg::StateAttribute and implement your own GL state calls in the same way as all the core StateAttribute classes implement their GL state calls. The osg::Uniform is an exception though as there are particular rules about when uniforms can be applied - you have to know that the appropriate glProgram is applied prior to assign the uniforms to them. osg::State manages this task, applying all osg::StateAttribute then applying the osg::Uniform. The add sampler arrays the natural place would be to modify the core osg::Uniform and simply submit this for inclusion in the core OSG. Robert On 22 March 2016 at 06:32, Chris Kuliukaswrote: > Hi, > > Working on an app that is going to be doing a lot of work with large > texture processing, and will need to squeeze as much data into graphics > memory as possible and allow many textures to be referenced > programmatically. > > I've got texture arrays working, but can't use this for all requirements > since all layers in a texture array have to be the same size. > > It looks like I could use sampler arrays (e.g. sampler2D myTextures[20]; > ), but osg::Uniform doesn't seem to support such a thing. > > > I'm also wondering if there's an easy way to easily run your own OpenGL > commands in case something isn't supported yet and you just want to use GL > directly instead of waiting for the OSG implementation? > > Thank you! > > Cheers, > Chris > > > http://www.hrwallingford.com/facilities/ship-simulation-centre ( > http://www.hrwallingford.com/facilities/ship-simulation-centre) > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=66577#66577 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Support for sampler arrays
Hi, Working on an app that is going to be doing a lot of work with large texture processing, and will need to squeeze as much data into graphics memory as possible and allow many textures to be referenced programmatically. I've got texture arrays working, but can't use this for all requirements since all layers in a texture array have to be the same size. It looks like I could use sampler arrays (e.g. sampler2D myTextures[20]; ), but osg::Uniform doesn't seem to support such a thing. I'm also wondering if there's an easy way to easily run your own OpenGL commands in case something isn't supported yet and you just want to use GL directly instead of waiting for the OSG implementation? Thank you! Cheers, Chris http://www.hrwallingford.com/facilities/ship-simulation-centre (http://www.hrwallingford.com/facilities/ship-simulation-centre) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66577#66577 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org